Official Oculus Rift Consumer version one announcement

Discussion in 'General Discussion' started by Adrianstealth, May 6, 2015.

  1. Adrianstealth

    Adrianstealth Registered

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  2. gkz

    gkz Registered

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    good thing is there said dk 2 is enought to make it cv 1 ready. But yes this was sure that there will not make a dk 3 so it will work. But why should we get a oculus if htc vive is a step forward to oculus and comes 2015.
     
  3. MarcG

    MarcG Registered

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    I'm throwing my money at the screen but it's not 2016 yet!
     
  4. Miro

    Miro Registered

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    This gonna sell like warm bread.
     
  5. Adrianstealth

    Adrianstealth Registered

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    It looks as though valve is going to be first out of the gate ( with a consumer grade version )
    If they stick to their prior claims of high res-releasing 2015 etc

    I'll prob pre-order a valve as well
    (Use my dk2 until Iracing supports the newer headsets )

    Also I fear oculus could run late as their main focus seems to be mobile VR now due to facebook etc
    Valve might win in the deidicated pc market -who knows

    I actually want integrated VR head phones now too ( less cables )
    Hope valve include these

    Either way it's happening & I believe it will be big, I'm not to concerned which badge is on my headset
     
  6. Woodee

    Woodee Registered

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    THIS.

    Brand loyalty means nothing to me.
     
  7. PaulG

    PaulG Registered

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    More than anything, I'm hoping that because Oculus is taking pre-orders this fall, it'll put some pressure on HTC to not price the Vive too highly.

    At this point, I think it's reasonable to assume there's going to be little/no differences in the viewing experience between the two. Carmack came out yesterday and stated there's no crazy resolutions coming in 2016. So to me I want a flawless motion control system that provides tactical feedback. It's not going to make any difference for race sims, but I'm a gamer too. And that excites me a ton. So I'm really hoping at least one of the major sims is there for the Vive launch. Because the Vive solution is a lot more appealing to me at this point.
     
  8. Comante

    Comante Registered

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    For my needs, only a system that allow to see my keyboard at will is what I'm looking for. I'm a flight simulators guy, but I don't like to use HOTAS sticks, so I rely on my tentacle fingers on the keyboard most of the time. This mean that I need a system that has a frontal camera and is able to let me see what I want at the press of a button. But this is an issue even for Rfactor2, just think about ingame chat.
     
  9. Woodee

    Woodee Registered

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    microphone available to speak?

    We have to get out of the habit of using old control schemes with VR. You can't type in a real car, so why do it in a virtual one? Use the VOIP we already have for that and ditch the keyboard ;)
     
  10. Adrianstealth

    Adrianstealth Registered

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    Microsofts hololens I think will be big for flight sims ( when resolution high enough )
    ( for those that want to see & press actual real world controls as oppose to click a mouse onto virtual controls )
     
  11. MarcG

    MarcG Registered

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    exactly, this isn't Sega vs Nintendo! If the Vive is good I may get that too, after all I'm rich and can afford both!
     
  12. MarcG

    MarcG Registered

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    Haven't used this myself with Elite: Dangerous yet but everyone raves about it, right now I don't require to use it but with a closed headset I'd imagine it sort of becomes mandatory, would certainly be handy for Racing Sims too...be more like talking to your Race Engineer.
     
  13. Miro

    Miro Registered

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    I bought ED and went straight into the game with the rift without trying it first on monitors. Never really played a space sim since wing comander?? I think, was on a 386.
    I had the impression I was half an hour in the game but spend like 4-5 hours. Was just doing the training and flying around in space and looking at the planets.
    I got such a lonely nostalgic melancholic feeling somehow in the space there, was really speechless. It was really a crazy experience since started playing it.
    Had no idea about the game really and what I should do. First time I was cought our of the "hyper drive"??, not sure if it is called like that, I nearly made myself wet. Had no idea what is going on man, all of sudden a maniac was shooting at me although I was just a poor man in the space. Of course got killed even without seeing him. I am really a noob in this game but it really has it's benefits being a noob in the space with a rift. Endless immersion. Ever since just managed to collect about 3000 credits lol.
     
  14. coops

    coops Banned

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    agree will be a couple to choose from on the market so it comes dwn to specs.
     
  15. Adrianstealth

    Adrianstealth Registered

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    agreed ED comes to life in VR -the hyper drive effects are brill,
    funny you mentioned that lonely feeling whilst in virtual space,
    I was watching interstellar & the film really gives the viewer the feeling that the crew is alone far far away
     
  16. PaulG

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    Yeah. Voice Attack is pretty spectacular for this. And even vs button boxes, the majority of the things assigned to a button box are really things that would simply be communicated to the race engineer.
     
  17. MarcG

    MarcG Registered

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    It would be even better when ISI (finally) get around to proper Spotter integration, remember they asked us on here ages ago about things the Race Engineer would say? Was a while back, but to have that with VoiceAttack and a Vive/Rift on.....#WetMyself :)
     
  18. coops

    coops Banned

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  19. 64r

    64r Registered

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    And now the hardware requirements have also been announced, it's interesting to see what is required and the reason behind the requirements. Taken from Slashdot:

    Oculus has selected the baseline hardware requirements for running their Rift virtual reality headset. To no one's surprise, they're fairly steep: NVIDIA GTX 970 / AMD 290 equivalent or greater, Intel i5-4590 equivalent or greater, and 8GB+ RAM. It will also require at least two USB 3.0 ports and "HDMI 1.3 video output supporting a 297MHz clock via a direct output architecture."

    Oculus chief architect Atman Binstock explains: "On the raw rendering costs: a traditional 1080p game at 60Hz requires 124 million shaded pixels per second. In contrast, the Rift runs at 2160×1200 at 90Hz split over dual displays, consuming 233 million pixels per second. At the default eye-target scale, the Rift's rendering requirements go much higher: around 400 million shaded pixels per second. This means that by raw rendering costs alone, a VR game will require approximately 3x the GPU power of 1080p rendering." He also points out that PC graphics can afford a fluctuating frame rate — it doesn't matter too much if it bounces between 30-60fps. The Rift has no such luxury, however.

    Full article is available at: https://www.oculus.com/blog/powering-the-rift
     
  20. DrR1pper

    DrR1pper Registered

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    Thanks for the info.

    Whilst the dk2 resolution was an amazing improvement over the dk1, I was hoping for more than 2160x1200 for the cv1. It's only a 25% pixel density increase from the dk2, whereas the dk1 -> dk2 was a 103% increase.

    Also, does anyone know what he meant by "At the default eye-target scale, the Rift's rendering requirements go much higher: around 400 million shaded pixels per second"? Is that the "ideal" target to achieve presence or something?

    400 million shaded pixels per second at 90Hz equals a resolution of 2828x1571. Which would equate to a 114% increase in pixel density over the dk2. Would give as much an improvement over the dk2 as the dk2 was to the dk1 (which was a lot).
     

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